Gran Turismo 4: Difference between revisions

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{{infobox
{{infobox
|image            = Gt4.jpg
|image            = Gt4.jpg
|caption          =
|caption          = NTSC-U (Greatest Hits) cover
|developer        = [[Polyphony Digital]]
|developer        = [[Polyphony Digital]]
|publisher        = [[Sony|SCEI]] (JP, AS, KO), [[Sony|SCEA]] (US), [[Sony|SCEE]] (EU)
|publisher        = [[Sony|SCEI]] (JP, AS, KO), [[Sony|SCEA]] (US), [[Sony|SCEE]] (EU)
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|wikipedia        = [https://en.wikipedia.org/wiki/Gran_Turismo_4 Link]
|wikipedia        = [https://en.wikipedia.org/wiki/Gran_Turismo_4 Link]
|gamefaqslink      = [https://www.gamefaqs.com/ps2/561066-gran-turismo-4 Link]
|gamefaqslink      = [https://www.gamefaqs.com/ps2/561066-gran-turismo-4 Link]
|reviewlinks      = {{ReviewLink|[http://www.metacritic.com/game/playstation-2/gran-turismo-4 Metacritic]|89/100}}
|reviewlinks      = {{ReviewLink|[https://www.ign.com/games/gran-turismo-4 IGN]|9.5/10}}, {{ReviewLink|[https://www.metacritic.com/game/playstation-2/gran-turismo-4 Metacritic]|89/100}}, {{ReviewLink|[https://www.gamespot.com/reviews/gran-turismo-4-review/1900-6118988/ GameSpot]|8.9/10}}, {{ReviewLink|[https://www.eurogamer.net/articles/r_granturismo4_ps2 Eurogamer]|8/10}}
|gameinfo          = With authentic cars, courses, and car physics, Gran Turismo 4 adds an even more realistic racing simulation to the series. The characteristics of each car take into account weight, speed, friction, and more to deliver realistic handling. Test-drive new vehicles in courses located in various sites, such as Nurburgring Nordschleife, New York City, the Grand Canyon, and Tsukuba Circuit. Along with Career mode, Gran Turismo 4 highlights the new GT Photo mode and GT Online mode, which lets players around the world compete over the Internet.<br />
|gameinfo          = With authentic cars, courses, and car physics, Gran Turismo 4 adds an even more realistic racing simulation to the series. The characteristics of each car take into account weight, speed, friction, and more to deliver realistic handling. Test-drive new vehicles in courses located in various sites, such as Nurburgring Nordschleife, New York City, the Grand Canyon, and Tsukuba Circuit. Along with Career mode, Gran Turismo 4 highlights the new GT Photo mode and GT Online mode, which lets players around the world compete over the Internet.<br />
Gran Turismo 4 is the fourth game in the Gran Turismo series. It features over 700 vehicles, 51 tracks, B-Spec mode, Photo mode, and 1080i support. This game was released on February 22, 2005 to critical acclaim.
Gran Turismo 4 is the fourth game in the Gran Turismo series. It features over 700 vehicles, 51 tracks, B-Spec mode, Photo mode, and 1080i support. This game was released on February 22, 2005 to critical acclaim.
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|widescreen        = 1
|widescreen        = 1
|cpu-intensive    = 1
|cpu-intensive    = 1
|gpu-intensive    = 1
|gpu-intensive    = 0
|au_rating        = G
|eu_rating        = 3+
|eu_rating        = 3+
|na_rating        = E
|na_rating        = E
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|japan_rating      = A
|japan_rating      = A
<!-- Language props -->
<!-- Language props -->
|chinese           = SCAJ-30007 & SCCS-60002
|simplified chinese = SCCS-60002
|traditional chinese = SCAJ-30007
|italian          = SCES-51719
|italian          = SCES-51719
|spanish          = SCES-51719
|spanish          = SCES-51719
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|releasedateNTSCJ  = December 28, 2004<br />March 10, 2005 <small>(Korea)</small><br />July 6, 2006 <small>(PlayStation 2 the Best)</small><br />September 21, 2006 <small>(BigHit Series, Korea)</small>
|releasedateNTSCJ  = December 28, 2004<br />March 10, 2005 <small>(Korea)</small><br />July 6, 2006 <small>(PlayStation 2 the Best)</small><br />September 21, 2006 <small>(BigHit Series, Korea)</small>
|statusNTSCJ      = 2
|statusNTSCJ      = 2
|linuxstatusNTSCJ  =
|linuxstatusNTSCJ  = 2
|macstatusNTSCJ    =
|macstatusNTSCJ    =
}}
}}
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|GPU=NVIDIA GeForce GTX 260
|GPU=NVIDIA GeForce GTX 260
|Revision=0.9.9 (r4878)
|Revision=0.9.9 (r4878)
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks:
* Speedhacks:
** EE Cyclerate: 3  
** EE Cyclerate: 3  
Line 74: Line 76:
** Enable Wait Loop Detection
** Enable Wait Loop Detection
** mVU Flag Hack: Enabled
** mVU Flag Hack: Enabled
</spoiler>
-->
|Graphics=GSdx (r4873)
|Graphics=GSdx (r4873)
|Sound=
|Sound=
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|Revision=1.2.1 r5875
|Revision=1.2.1 r5875
|Graphics=GSdx 0.1.16 (r5875)
|Graphics=GSdx 0.1.16 (r5875)
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: Direct3D10 (Hardware)
* Renderer: Direct3D10 (Hardware)
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X (r5875)
* SPU2-X (r5875)
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|GPU=NVIDIA GeForce GT 630 @ 1 GB
|GPU=NVIDIA GeForce GT 630 @ 1 GB
|Revision=1.2.1 (2014-02-02)
|Revision=1.2.1 (2014-02-02)
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks:
* Speedhacks:
** EE Cyclerate: 3  
** EE Cyclerate: 3  
Line 150: Line 152:
** Enable Wait Loop Detection
** Enable Wait Loop Detection
** mVU Flag Hack: Enabled
** mVU Flag Hack: Enabled
</spoiler>
-->
|Graphics=GSdx 0.1.16
|Graphics=GSdx 0.1.16
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: Direct3D10 (Hardware)
* Renderer: Direct3D10 (Hardware)
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X
* SPU2-X
Line 169: Line 171:
|GPU=AMD Radeon HD 7870 @ 2 GB
|GPU=AMD Radeon HD 7870 @ 2 GB
|Revision=1.2.1.(r5873)
|Revision=1.2.1.(r5873)
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks:
* Speedhacks:
** EE Cyclerate: 2  
** EE Cyclerate: 2  
Line 175: Line 177:
** mVU Flag Hack: Enabled
** mVU Flag Hack: Enabled
** MTVU: Enabled
** MTVU: Enabled
</spoiler>
-->
|Graphics=GSdx SSE4 (r5875)
|Graphics=GSdx SSE4 (r5875)
|Sound=
|Sound=
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|GPU=AMD Radeon R9 270X
|GPU=AMD Radeon R9 270X
|Revision=1.3.0
|Revision=1.3.0
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks:
* Speedhacks:
** EE Cyclerate: 1
** EE Cyclerate: 1
Line 199: Line 201:
** mVU Flag Hack: Enabled
** mVU Flag Hack: Enabled
** MTVU: Enabled
** MTVU: Enabled
</spoiler>
-->
|Graphics=GSdx
|Graphics=GSdx
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: Direct3D11 (Software)
* Renderer: Direct3D11 (Software)
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X
* SPU2-X
Line 234: Line 236:
|Revision=1.4.0
|Revision=1.4.0
|Graphics=GSdx32 SSE4
|Graphics=GSdx32 SSE4
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: Direct3D11 (Hardware)
* Renderer: Direct3D11 (Hardware)
* Internal Resolution: 4x Native
* Internal Resolution: 4x Native
Line 244: Line 246:
* Hardware Hacks:
* Hardware Hacks:
** MSAA: 2x
** MSAA: 2x
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X 2.0.0
* SPU2-X 2.0.0
Line 259: Line 261:
|GPU=NVIDIA GeForce GTX 560
|GPU=NVIDIA GeForce GTX 560
|Revision=v1.5.0 (dev-2016-01-26)
|Revision=v1.5.0 (dev-2016-01-26)
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks:
* Speedhacks:
** EE Cyclerate: 0  
** EE Cyclerate: 0  
Line 271: Line 273:
* VUs:
* VUs:
** Clamping Mode: Extra
** Clamping Mode: Extra
</spoiler>
-->
|Graphics=GSdx SSE4 (2016-01-26)
|Graphics=GSdx SSE4 (2016-01-26)
<spoiler show="Settings" hide="Hide">
<!--
* Interlacing: Bob tff
* Interlacing: Bob tff
* Internal Resolution: 2x Native (or 1920x1080 CR)
* Internal Resolution: 2x Native (or 1920x1080 CR)
Line 284: Line 286:
** Half-Pixel Offset
** Half-Pixel Offset
** Align Sprite
** Align Sprite
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X (2016-01-26)
* SPU2-X (2016-01-26)
Line 299: Line 301:
|GPU=MSI GeForce GTX 1050 Ti OC @ 4 GB
|GPU=MSI GeForce GTX 1050 Ti OC @ 4 GB
|Revision=v1.5.0 (dev-2017-09-17)
|Revision=v1.5.0 (dev-2017-09-17)
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks
* Speedhacks
** EE Cyclerate: 0
** EE Cyclerate: 0
Line 307: Line 309:
** mVU Flag Hack: Enabled
** mVU Flag Hack: Enabled
** MTVU: Enabled
** MTVU: Enabled
</spoiler>
-->
|Graphics=GSdx SSE4.1 (2017-09-17)
|Graphics=GSdx SSE4.1 (2017-09-17)
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: OpenGL
* Renderer: OpenGL
* Interlacing: Bob tff
* Interlacing: Bob tff
Line 316: Line 318:
* Allow 8-bit Textures
* Allow 8-bit Textures
* CRC Hack Level: Partial
* CRC Hack Level: Partial
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X 2.0.0 (2017-09-17)
* SPU2-X 2.0.0 (2017-09-17)
Line 330: Line 332:
|GPU=Asus GeForce GTX 750 OC Edition @ 2 GB
|GPU=Asus GeForce GTX 750 OC Edition @ 2 GB
|Revision=1.5.0 (dev 2017-12-08)
|Revision=1.5.0 (dev 2017-12-08)
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks:
* Speedhacks:
** EE Cyclerate: 3  
** EE Cyclerate: 3  
Line 336: Line 338:
** mVU Flag Hack: Enabled
** mVU Flag Hack: Enabled
** MTVU: Enabled
** MTVU: Enabled
</spoiler>
-->
|Graphics=GSdx AVX2 (2017-12-28)
|Graphics=GSdx AVX2 (2017-12-28)
<spoiler show="Settings" hide="Hide">
<!--
* Interlacing: Bob tff
* Interlacing: Bob tff
* Internal Resolution: Custom (1366x768)
* Internal Resolution: Custom (1366x768)
Line 351: Line 353:
** TC Offset X = 385
** TC Offset X = 385
** TC Offset Y = 187
** TC Offset Y = 187
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X 2.0.0
* SPU2-X 2.0.0
Line 358: Line 360:
|Tester=ZestoOnyx
|Tester=ZestoOnyx
}}
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 8.1
|CPU=AMD FX-6300 @ 4.4 GHz
|GPU=AMD Radeon HD 7870
|Revision=1.5.0
<!--
* Speedhacks:
** EE Cyclerate: 2
** VU Cycle Stealing: 1
** MTVU: ✓
** mVU Hack: ✓
*EE/IOP:
**Clamping mode: Full
*VU:
**Clamping mode: Extra
-->
|Graphics=GSdx 1.1.0 AVX
<!--
* Renderer: Direct3D11 (Hardware)
-->
|Sound=
* SPU2-X 2.0.0
* LilyPad 0.12.1
* Qemu USB Driver 0.4.3 (Logitech G29)
|Comments=Runs at full speed. Using above 3X native gives weird stuttering issues. Using 480p mode with Shadeboost enabled to compensate. At these settings the game is absolutely stable: Renderer: Direct3D11 (Hardware), Interlacing (F5): Bob tff, Texture Filtering: Bilinear (PS2), Internal Resolution: 3x Native, Anisotropic Filtering: 16x, Mipmapping: Basic (Fast), CRC Hack Level: Automatic (Default), (✓) Allow 8-Bit Textures. EE/IOP: Clamping Mode "Full", VU: Clamping mode "Extra". License tests require these two to be at their stock settings.
|Tester=lolled132
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10
|CPU=AMD Ryzen 5 3600 @ 3.9 GHz
|GPU=Nvidia GeForce GTX 1070 @ 8 GB
|Revision=1.6.0
<!--
* Speedhacks:
** EE Cyclerate: 0
** VU Cycle Stealing: 0
** MTVU: ✓
** mVU Hack: ✓
*EE/IOP:
**Clamping mode: Normal
*VU:
**Clamping mode: Normal
-->
|Graphics=GSdx 1.2.0 AVX2
<!--
* Renderer: Direct3D11 (Hardware)
* Interlacing: Bob tff
* Internal resolution: 3x Native
* Texture Filtering: Bilinear (PS2)
* Allow 8-bit Textures
* CRC Hack Level: Full
* FXAA Shader
-->
|Sound=
* SPU2-X 2.0.0
* LilyPad 0.12.1
|Comments=Runs at full speed. Using 480p. render scaling is at 3x and it very rarely stutters for a second or two, VRAM usage goes up to 3.5GB. License tests and everything works perfectly in version 1.6.0.
|Tester=TurboSonic
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10 LTSC 1809 (17763)
|CPU=Intel Core i7-9700K
|GPU=EVGA GeForce RTX 2060 SUPER XC ULTRA
|Revision=1.6.0
<!--
* Speedhacks
** MTVU: Enabled
-->
|Graphics=GSdx32-AVX2 1.2.0
<!--
* Renderer: OpenGL (Hardware)
* Interlacing: Bob tff
* 8-Bit Textures: Allowed
* Internal Resolution: 4x Native
-->
|Sound=
* Spu2-X 2.0.0
* LilyPad 0.12.1
|Comments=BIOS: USA v01.60 (07/02/2002). 60 FPS 100% of the time for both menus and sim; tracked using RTSS. Runs smooth without any issues. No drops in FPS, stutters, etc. anywhere. Any settings I didn't note to the left are at default/recommended. Game works perfectly with a Microsoft Xbox 360 Wireless Controller for Windows.
|Tester=Strayborne
}}
{{TestingEntry
|Status=2
|Region=NTSC-J
|OS=Windows 10
|CPU=AMD Ryzen 5 3500X
|GPU=AMD RX 480 8GB
|Revision=1.7.0 beta 32-bit
|Graphics=GSdx32-AVX2 1.2.0
|Sound=
* Integrated into PCSX2 emulator
|Comments=Runs at full speed, both software and hardware mode. Note that GSDX hardware mode had a graphical bug where the wheel rims are being offset, resulting a shaky wheel when viewed under replay, software mode are unaffected. Meanwhile, software mode requires a strong CPU with at least 6 core and above to emulate properly, CPU usage on all cores are at about 50%-60%. License test bug happens on license iB-5 where you may require to disable automatic gamefixes first. Also, be warned that continuous loading savestate will causing the game unable to perform save, citing the game save is corrupt. You can only fix this issue by deleting GT4 game save from memcard browser and load the savestate and save the game, but you will lose all cars except the current one that you had drive. 
|Tester=amirzaim
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10
|CPU=AMD Ryzen 5 3600 @ 3.6 GHz
|GPU=NVIDIA GeForce GTX 1660 SUPER
|Revision=1.7.0 (dev-1545)
<!--
* '''Speedhacks:'''
** EE Cyclerate: 0
** VU Cycle Stealing: 0
** mVU Flag Hack: ✓
** MTVU: ✓
-->
|Graphics=GSdx
<!--
* Renderer: OpenGL
* Internal Resolution: 4x Native
* Anisotropic Filtering: 16x
* Blending Accuracy: Basic
* Conservative Buffer Allocation: ✓
--- HW Hacks ---
* Skipdraw: 1 x 1
-->
|Sound=SPU2-X
|Comments=Completed a large chunk of the game. Good emulation these days, game ran mostly full speed at 6x native resolution with no speedhacks, but a handful of tracks needed the resolution to be reduced to 4x. Run the game in OpenGL mode for proper brightness. Ensure Blending Accuracy is set to at least Basic, and Conservative Buffer Allocation is checked. In Emulation Settings > GS Window, change Zoom to 100.20 to remove some garbage from the edges of the screen. Special Stage Route 5 and George V Paris are the most intensive tracks to run at full speed, and you'll get your lowest framerates here, so they're good benchmarks. A few minor visual bugs remain. "Get ready to drive" will be stuck on the screen even once you gain control of the car. This can be fixed by just pressing Select (to change view). The NTSC version of the game is preferable due to its 480p mode, and the game is hideously interlaced without 480p enabled. Final note: be very careful using savestates in this game, if you overuse them you can corrupt the memory card. Not just the GT4 save, but the entire memory card. To prevent this, ensure you never load a state from before the memory card was last saved to.
|Tester=CynicMimic
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10
|CPU=AMD Ryzen 5 2600 @ 3.4 GHz (8GB 2133MHz RAM)
|GPU=NVIDIA GeForce GTX 1660 Ti
|Revision=1.7.0 (dev-2622)
<!--
*EE/IOP:
**Clamping mode: Full
*VU:
**Clamping mode: Extra + Preserve Sign
* '''Speedhacks:'''
** EE Cyclerate: 2
** EE Cycle Skipping: 0
** mVU Flag Hack: ✓
** MTVU: ✓
-->
|Graphics=GSdx-AVX2
<!--
* Renderer: Direct3D 11 / OpenGL
* Interlacing: Bob bff
* Accurate Destination Alpha Test: ✓
* Conservative Buffer Allocation: ✓
* Internal Resolution: 4x Native
* Anisotropic Filtering: 16x
* Mipmapping: Automatic
* CRC Hack Level: Automatic
* Blending Accuracy: Basic
* Texture Preloading: None
--- HW Hacks ---
* Upscale Hacks
** Align Sprite: ✓
** Texture Offsets:
*** X: 385 Y: 187
--- Advanced ---
* Async Texture Loading: ✓
-->
|Sound=Integrated
<!--
* Interpolation: 5 - Gaussian
-->
|Comments= Fully playable, no crashing in License Tests, minor FPS slowdowns (2-6fps) and minor graphical glitches related to light sources, such as flickering headlights, sun and lamps that can be seen through walls, and lens flare going full rainbow mode. Visuals can be enhanced further by activating 480p mode, using the secret menu to modify the FOV, FXAA (big fps slowdown on city courses) and external shader settings. If you need tutorials on these, search for Rowdy on YouTube. OpenGL and Direct3D look and perform identical for me; Vulkan fights its way through as well but it's a tad slower, still worth giving it a try. Game runs and looks as awesome as ever.
|Tester=deadnoises
}}
{{TestingEntry
|Status=2
|Region=PAL
|OS=Windows 11
|CPU=Intel Core i7-6700 @ 3.40 GHz (8GB 2400MHz RAM)
|GPU=NVIDIA GeForce GTX 750 2GB
|Revision=1.7.0 (dev-3242)
<!--
*EE/IOP:
**Clamping mode: Full
*VU:
**Clamping mode: Extra + Preserve Sign
* '''Speedhacks:'''
** EE Cyclerate: 0
** EE Cycle Skipping: 0
** mVU Flag Hack: ✓
** MTVU: ✓
-->
|Graphics=GSdx-SSE4
<!--
* Renderer: Vulkan
* Interlacing: Bob bff
* Accurate Destination Alpha Test: ✓
* Conservative Buffer Allocation: ✓
* Internal Resolution: 3x Native
* Anisotropic Filtering: Off
* Mipmapping: Automatic
* CRC Hack Level: Minimum
* Blending Accuracy: Medium
* Texture Preloading: Full
--- HW Hacks ---
* Upscale Hacks
** Align Sprite: ✓
** Texture Offsets:
*** X: 385 Y: 187
--- Advanced ---
* Async Texture Loading: ✓
-->
|Sound=Integrated
<!--
* Interpolation: 5 - Gaussian
-->
|Comments= Almost fully playable except in License Tests, that always crash, no FPS slowdowns. Graphical glitches related to light sources like flickering headlights, sun and lamps that can be seen through walls and the cars models when you are in B-Spec mode. Used thanks to Gustingorriz channel in YouTube.
|Tester=AdM1
}}
{{TestingEntry
|Status=2
|Region=PAL
|OS=Windows 11
|CPU=AMD Ryzen 3600 @ 3.6 GHz
|GPU=NVIDIA GeForce 1050 Ti 4GB
|Revision=1.7.3371
<!--
* Fast CDVD: On
* Enable widescreen patches: Off
* Enable No-Interlacing Patches: On
* Enable Compatibility Patches: Off
* EE Clamping: Toggling between "Extra + Preserve Sign" and "Full"
-->
|Graphics=AVX2
<!--
* Renderer: Vulkan
* Interlacing: Bob (Top field)
* Internal Resolution: 2x Native, 4:3
* Anisotropic Filtering: Off
* Mipmapping: Full (PS2 Mipmaps)
* CRC Hack Level: Automatic
* Blending Accuracy: Basic
* Texture Preloading: Full
-->
|Sound=Integrated
<!--
* Expansion: Surround 5.1
-->
|Comments=Fully playable as far as I can tell. Licences load when setting Emotion Engine clamping to less than "Full", but time intervals and pit stop notifications in races are broken if it's not set to "Full", necessitating switching between the two. The game looks slightly blurry regardless of interlacing method. Licence ghosts stand still at the start line or soon afterwards. Fast Forward works splendidly in B-Spec mode and on most straights.
|Tester=Dandelion Sprout
}}
{{TestingEntry
|Status=2
|Region=PAL
|OS=Windows 10
|CPU=Intel Xeon E5-1680 v3 @ 3.2 GHz
|GPU=NVIDIA GeForce RTX 2080 Ti
|Revision=1.7.4452
<!--
* Fast CDVD: On
* Enable widescreen patches: Off
* Enable No-Interlacing Patches: Off
* EE Cycle Rate: 100%
* EE Cycle Skipping: Disabled
* Enable Multithreaded VU1 (MTVU): Checked
* Enable Instant VU1: Checked
-->
|Graphics=AVX2
<!--
* Renderer: Vulkan
* Aspect Ratio: Widescreen (16:9)
* FMV Aspect Ratio: Widescreen (16:9)
* Anti Blur: Checked
* Internal Resolution: 3x Native(1080p)
* Mipmapping: Automatic (Default)
* Texture Filtering: Bilinear (PS2)
* Trilinear Filtering: Automatic (Default)
* Anisotropic Filtering: Off (Default)
* Dithering: Unscaled (Default)
* Blending Accuracy: Basic (Recommended)
* Texture Preloading: Full (Hash Cache)
-->
|Sound=Integrated
|Comments=Fully playable as I tested. The game looks slightly blurry regardless of interlacing method.
|Tester=L2V14TH4N
}}
{{TestingFooter}}
{{TestingFooter}}


Line 429: Line 725:
|Tester=kerpal
|Tester=kerpal
}}
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Arch Linux
|CPU=AMD Ryzen 5 3600
|GPU=AMD Radeon RX Vega 56
|Revision=1.7.0 (dev-13 g8bf6ba144)
<!--
* '''EE/IOP:'''
** Clamping Mode: Full
* '''VUs:'''
** Clamping Mode: Extra
* '''Speedhacks:'''
** mVU Flag Hack: ✓
** MTVU: ✓
-->
|Graphics=GSdx 1.2.0 AVX2
<!--
* Renderer: OpenGL (Hardware)
* Internal Resolution: 5x Native
* Interlacing: Bob tff
* Texture Filtering: Bilinear (PS2)
* Anisotropic Filtering: 4x
* CRC Hack Level: Partial
-->
|Sound=
* SPU2-X 2.0.0
* OnePAD 1.3.0
|Comments=
Some Licence Center tests (B-3 being the first) will crash if you don't set both Clamping Mode settings to "Normal". Unfortunately using "Normal" causes some graphical issues so you'll have to change the settings for your Driver's Licence tests and then swap back to "Full" and "Extra" for the rest of the game (see my settings). Other than that, I haven't found any issues.
|Tester=Bizlab
}}
{{TestingEntry
|Status=2
|Region=NTSC-J
|OS=Arch Linux
|CPU=AMD Ryzen 5 3600
|GPU=AMD Radeon RX Vega 56
|Revision=1.7.0 (dev-13 g8bf6ba144)
<!--
* '''EE/IOP:'''
** Clamping Mode: Full
* '''VUs:'''
** Clamping Mode: Extra
* '''Speedhacks:'''
** mVU Flag Hack: ✓
** MTVU: ✓
-->
|Graphics=GSdx 1.2.0 AVX2
<!--
* Renderer: OpenGL (Hardware)
* Internal Resolution: 5x Native
* Interlacing: Bob tff
* Texture Filtering: Bilinear (PS2)
* Anisotropic Filtering: 4x
* CRC Hack Level: Partial
-->
|Sound=
* SPU2-X 2.0.0
* OnePAD 1.3.0
|Comments=
Some Licence Center tests (B-3 being the first) will crash if you don't set both Clamping Mode settings to "Normal". Unfortunately using "Normal" causes some graphical issues so you'll have to change the settings for your Driver's Licence tests and then swap back to "Full" and "Extra" for the rest of the game (see my settings). Same setup as the NTSC-U test. Didn't test the game that much, but I'm assuming there are no region specific issues.
|Tester=Bizlab
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=KDE Neon (Ubuntu 20.04)
|CPU=AMD FX-6300
|GPU=AMD Radeon RX 570
|Revision=1.5.0
<!--
* '''EE/IOP:'''
** Clamping Mode: Full
* '''VUs:'''
** Clamping Mode: Extra
* '''Speedhacks:'''
** EE Cycle rate: -3
** EE Cycle Skipping: 3
** mVU Flag Hack: ✓
** MTVU: × (unchecked)
-->
|Graphics=GSdx 1.1.0 AVX
<!--
* Renderer: OpenGL (Hardware)
* Internal Resolution: 3x Native (Can go higher. But for speed and quality's sake, 1080 is good enough for this game.)
* Interlacing: Auto
* Texture Filtering: Nearest
* Anisotropic Filtering: off
* Blending Unit Accuracy: None (Fastest)
* CRC Hack Level: Partial
* Mipmapping (insert): Off
-->
|Sound=
* SPU2-X 2.0.0
* Syncronization Mode: Async Mix
* OnePAD 2.0.0
|Comments=
Mostly stays at a steady 60 fps during the races. The odd drop will occur. George V Paris (which seems to be one of the hardest to emulate) race track works fine at full 60 fps; but there will be the odd drop again to about 50 or even 47 fps. Otherwise, pretty playable. Funny how this is a CPU intensive game. But apparently the lower EE Cycle rate, higher the EE Skipping rate and without MTVU enabled, the better the game performs (At least in my case). However, there will be screen shaking. To reduce that, go in the game options and under "Screen," change the screen to "HDTV 1080i." That should reduce the screen shaking during a race. But when going through some menus like selecting a race course, there will be screen shaking. Otherwise, the game works decently enough to play.
|Tester=Dreaper
}}
{{TestingEntry
|Status=2
|Region=PAL
|OS=SteamOS 3.5.7
|CPU=AMD Custom APU (Steam Deck)
|GPU=AMD Custom APU (Steam Deck)
|Revision=1.7.5034
<!--
* '''EE/IOP:'''
** Clamping Mode: Full
-->
|Graphics=OpenGL (Hardware)
|Sound=N/A
|Comments=Runs at full speed past 3x native scaling, except in levels where the sun is visible, or it's night time, then software rendering is needed. Recently switched to an older build due to a persistent crash during longer races.
|Tester=LevelDown280
}}
{{TestingFooter}}
{{TestingFooter}}


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== Known Issues ==
== Fixed Issues ==
{{Issue
|IssueName=Heavy crashing
|IsFixed=0
|IssueLevel=2
|Description=PCSX2 crashes during or at the start of a race, often with GSdx Out of memory warnings in the log.
|Workaround=<br>
# In recent PCSX2 GIT revisions as of May 7th, 2016, VRAM spikes have been greatly reduced.
# Make sure you have "Large Framebuffer" disabled on the recent GIT revisions as it can amplify the VRAM spikes when enabled.
# To avoid crashes at the start of an event, temporarily switch to the Sofware Renderer by pressing F9.
# If you get lots of crashes during license tests go to Config > Video (GS) > Plugin Settings, and set Internal Resolution to (1x) Native, or set Renderer to any of the "(Software)" options.
# Multisample anti-aliasing(MSAA) can cause the game to crash a lot. Make sure the MSAA level is set to 0 in the GSdx Configure Hacks menu(MSAA is only avaialble for the Direct3D Hardware renderers).
# In Windows XP, even in native resolution, you may get instant crashes when starting races if you do not have enough VRAM. Using a custom resolution lower than 512x512 seems to help.
}}


{{Issue
{{Issue
|IssueName=Missing/flickering textures
|IssueName=Missing/flickering textures
|IsFixed=0
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=Missing ground textures and/or textures in the distance flicker.
|Description=Missing ground textures and/or textures in the distance flicker.
Line 461: Line 863:


{{Issue
{{Issue
|IssueName=Effects visible through objects
|IssueName=Garbage on bottom and right screen edges
|IsFixed=0
|IsFixed=1
|IssueLevel=0
|Description=Red and green garbage from the depth buffer renders through to the screen.
|Workaround=Go to Config -> Emulation Settings -> GS Window and set Zoom to 100.20 or for Nightly 1.7 builds crop 5px all around to fix the issue.
}}
 
{{Issue
|IssueName=Shaky wheel rims seen during replay
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=Car headlights, smoke and dust effects are seen through objects.
|Description=Wheel rims are being offset during upscaling, resulting the wheel rims are out of alignment and shaky when seen during replay
|Workaround=Go to Config -> Video (GS) -> Plugin Settings, and set renderer to "OpenGL (Hardware)". Then set Blending Unity Accuracy to at least "High".
|Workaround=Enable GSDX HW hacks by enabling '''Merge Sprite''' and '''Wild Arms Offset''', set '''Half Pixel Offset''' to ''Special (Texture-Aggressive)'', set '''Round Sprite''' to ''Full'' and set '''Texture Offset''' to ''X:60 Y:0''. Alternatively, you can use software mode but isn't ideal at all or just stick to PS2 native display but less ideal for bigger screens.
}}
 
{{Issue
|IssueName=Out of VRAM crashes
|IsFixed=1
|IssueLevel=2
|Description=When launching the first race of a play session, VRAM usage jumps significantly just before the race preview screen starts. After the first race, this problem does not happen again until the next time you boot the game. The game will also have occasional VRAM spikes as it continues to run. Either of these can potentially cause a crash if they cause your system to run out of VRAM.
|Workaround=No longer an issue as of v1.7.3171.
}}
}}


{{Issue
{{Issue
|IssueName=Demo races do not work
|IssueName=Demo races do not work
|IsFixed=0
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=Demonstrations return back to the menu as soon as they start.
|Description=Demonstrations return back to the menu as soon as they start.
|Workaround=There is no known solution.
|Workaround=Go to Config -> Emulation Settings -> EE/IOP and set Clamping Mode to "Full". However, this will make other events fail to load, requiring it to be set back to Normal after the Demonstration.
}}
 
{{Issue
|IssueName=Effects visible through objects
|IsFixed=1
|IssueLevel=0
|Description=Car headlights, smoke and dust effects are seen through objects.
|Workaround=Go to Config -> Video (GS) -> Plugin Settings, and set renderer to "OpenGL (Hardware)". Then set Blending Unity Accuracy to at least "High".
**'''Alternate workaround''': Use software rendering.
}}
}}


== Fixed Issues ==
{{Issue
{{Issue
|IssueName=Game doesn't load past copyright screen.
|IssueName=Game doesn't load past copyright screen.
Line 501: Line 927:
|Description=Garbage replaces the area in which the photo should be displayed.
|Description=Garbage replaces the area in which the photo should be displayed.
|Workaround=As of May 2016 this issue has been fixed on the latest v1.5.0 development builds.
|Workaround=As of May 2016 this issue has been fixed on the latest v1.5.0 development builds.
<spoiler show="Show Example Image" hide="Hide">
{{SpoilerTable|caption=Show Example Image|text=<gallery widths="175px" heights="100px">
<gallery widths="175px" heights="100px">
Screen Capture -038.png
Screen Capture -038.png
</gallery>
</gallery>}}
</spoiler>
}}
}}


Line 524: Line 948:
|IssueLevel=0
|IssueLevel=0
|Description=In-game brightness or contrast values do not work properly in-game.
|Description=In-game brightness or contrast values do not work properly in-game.
|Workaround=This issue can been fixed in the latest v1.5.0 development builds as of May 2016. Go to Config -> Video (GS) -> Plugin Settings, set Renderer to "OpenGL (Hardware)", set CRC Hack Level to Automatic(or Partial is automatic is not available). For older versions or the Direct3D Hardware renderers, press the start button in-game, go to Screen(or from the main menu of the game, go to Options -> Picture Quality) and set Brightness to 0 to avoid the problems mentioned in the issue above.
|Workaround=This has been resolved in recent v1.5.0 git builds. CRC hack level should be left on Automatic. For older versions set in game brightness/contrast to 0 or alternatively switch to software rendering.
}}
 
{{Issue
|IssueName=License missions don't load in the PAL version
|IsFixed=1
|IssueLevel=1
|Description=When loading a license mission in the PAL version, the emulator crashes with the error message <code>FQC = 0 on VIF FIFO READ!</code>
|Workaround=In Settings → System, set the Emotion Engine clamping to something lower than Full.
}}
}}


{{Issue
|IssueName=In-race notifications don't show up
|IsFixed=1
|IssueLevel=0
|Description=Time intervals to other cars, and notifications that other cars have entered pitlane, doesn't show up in the PAL version.
|Workaround=In Settings → System, set the Emotion Engine clamping to Full.
}}


== Gameplay Screenshots ==
== Gameplay Screenshots ==
<gallery widths="175px" heights="100px">
<gallery>
Gran_Turismo_4_Forum_1.jpg
File:Gt41-cynicmimic.jpg|v1.7.0 dev-1545, 6x Native Resolution (2160p), FXAA, 16xAF
Gran_Turismo_4_Forum_2.jpg
File:Gt42-cynicmimic.jpg|v1.7.0 dev-1545, 6x Native Resolution (2160p), FXAA, 16xAF
Gran_Turismo_4_Forum_3.jpg
File:Gt43-cynicmimic.jpg|v1.7.0 dev-1545, 6x Native Resolution (2160p), FXAA, 16xAF
File:Gran_Turismo_4_Forum_1.jpg
File:Gran_Turismo_4_Forum_2.jpg
File:Gran_Turismo_4_Forum_3.jpg
</gallery>
</gallery>


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